unless I am doing something wrong, the file ~ShipTechPrereqs.lua seems to be ignored when in Mods folder, any changes to it are accepted only if the file is edited in Lua State location
I added new station for all races, it can sit in Mods\mod_name\Drawers\Ships just fine and it is accepted, but ...
Search found 182 matches
- Mon Apr 23, 2018 5:38 am
- Forum: Modding
- Topic: File ~ShipTechPrereqs.lua seems to be ignored in Mods folder
- Replies: 0
- Views: 22714
- Sun Apr 22, 2018 9:23 pm
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 468377
Re: Tactical Combat AI Mod
Ship placement and positioning is probably an entire topic in itself.
I think this is making it to the top of the list now, a lot of issues come from current ship placement and positioning
the thing is, a single formation is not going to solve this, you need different formation depending on ...
I think this is making it to the top of the list now, a lot of issues come from current ship placement and positioning
the thing is, a single formation is not going to solve this, you need different formation depending on ...
- Sun Apr 22, 2018 9:14 pm
- Forum: Modding
- Topic: Using the Combat, Economy and Research Path AI Mods
- Replies: 16
- Views: 29145
Re: Using the Combat, Economy and Research Path AI Mods
you can edit file new_galaxy.lua in folder Setup
look for this section of the code
I think those science bonuses and discount bonuses are a bit high for mods you are using
EDIT: you need to start a new game for changes to apply (I think)
if galaxy.difficulty == 'normal'
empire.resource_bonus ...
look for this section of the code
I think those science bonuses and discount bonuses are a bit high for mods you are using
EDIT: you need to start a new game for changes to apply (I think)
if galaxy.difficulty == 'normal'
empire.resource_bonus ...
- Mon Apr 16, 2018 9:58 pm
- Forum: Modding
- Topic: various improvements for ease of empire management
- Replies: 30
- Views: 63110
Re: various improvements for ease of empire management
Also: would you be interested to do a pie-chart based on the sum of all pop types in the diplomacy menu - wherever it can be inserted?
This is nothing important game-play wise but it should look rely cool to see the empire composition. Think Stellaris had something like this, but due to the boring ...
This is nothing important game-play wise but it should look rely cool to see the empire composition. Think Stellaris had something like this, but due to the boring ...
- Mon Apr 16, 2018 9:49 pm
- Forum: Modding
- Topic: various improvements for ease of empire management
- Replies: 30
- Views: 63110
Re: various improvements for ease of empire management
moved all files to the first post, should work from Mod folder, please let me know if there are any issues
- Mon Apr 16, 2018 3:05 am
- Forum: Modding
- Topic: various improvements for ease of empire management
- Replies: 30
- Views: 63110
Re: various improvements for ease of empire management
ok, so here it is ... I want to clean it up (i.e. it may not work from Mod folder at the moment) at some point and maybe completely switch to SCOPE_call instead the way how it is done now ... fixed un-harmonized Tinkers also some scaling should be better now, it needs to be done per icon for ...
- Sun Apr 15, 2018 2:29 am
- Forum: Modding
- Topic: various improvements for ease of empire management
- Replies: 30
- Views: 63110
Re: various improvements for ease of empire management
small_shadowed_word_drawer(format("%d",2))(x,y)
thanks Sven, will look into that ... at some point ... I just need a bit of time off, just finished big control related project (lots and lots of time spent in various control algorithms and PLCs) and I don't feel like looking into any code for a ...
thanks Sven, will look into that ... at some point ... I just need a bit of time off, just finished big control related project (lots and lots of time spent in various control algorithms and PLCs) and I don't feel like looking into any code for a ...
- Fri Apr 06, 2018 12:25 am
- Forum: Modding
- Topic: Shield Regeneration Rate Mod
- Replies: 18
- Views: 35454
Re: Shield Regeration Rate Mod
If everything were linear we wouldn't need to worry about these second-order effects from stacking stuff. But the impact of regen isn't linear, so I still think it's the regen.
regen is not linear in absolute values, it is in relative values, i.e. percentage ... I guess we have different opinion ...
regen is not linear in absolute values, it is in relative values, i.e. percentage ... I guess we have different opinion ...
- Thu Apr 05, 2018 6:48 pm
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 468377
Re: Tactical Combat AI Mod
The next thing I want to look at is making the AI possibly not retreat transports in combat if it is likely to win. It's pretty silly when a massive invasion fleet arrives at a planet, but because there's a few defenders all the transports leave and then have to be sent back.
this leads into ...
this leads into ...
- Thu Apr 05, 2018 6:43 pm
- Forum: Modding
- Topic: Shield Regeneration Rate Mod
- Replies: 18
- Views: 35454
Re: Shield Regeration Rate Mod
I think the problem with shields occupying system slot is that it is incredibly hard to balance ... for big ships you needs to have multiple system slots, so the ship really feels like big ship that can do multiple roles ... but the moment you decide to overload the ship with as many shields as ...
- Thu Apr 05, 2018 6:25 am
- Forum: Modding
- Topic: dedicated shield hardpoint
- Replies: 3
- Views: 19589
dedicated shield hardpoint
if anyone wants to play around with it, shields can only go to dedicated new hardpoint, it is not fully tested, please report any issues ... also, it may not work from Mods folder, you may need to replace files in Lua state
add ShieldSlot, for ships in Drawers\Ships in the section where other slots ...
add ShieldSlot, for ships in Drawers\Ships in the section where other slots ...
- Thu Apr 05, 2018 2:46 am
- Forum: Modding
- Topic: Shield Regeneration Rate Mod
- Replies: 18
- Views: 35454
Re: Shield Regeration Rate Mod
maybe all we need is a dedicated shield slot that accepts shield only and remove ability to put shields into system/station slots ... so you can have only one shield per ship
I must say it was quite interesting to add new hardpoint type, it is spread over 4 files, if I captured everything ? well ...
I must say it was quite interesting to add new hardpoint type, it is spread over 4 files, if I captured everything ? well ...
- Wed Apr 04, 2018 6:46 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3985824
Re: Report - Current Bugs and Issues
OK, just gonna report this here because I'm pretty sure it is a bug.
When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make ...
When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make ...
- Wed Apr 04, 2018 5:32 pm
- Forum: General Forum
- Topic: Suggestion: Nuclear-Pumped Laser Warheads
- Replies: 6
- Views: 10927
Re: Suggestion: Nuclear-Pumped Laser Warheads
definitelyharpy eagle wrote:Huh, didn't know about that, interesting. Do you think there is still a place in the game for this as a researchable tech as described above?

- Wed Apr 04, 2018 5:30 pm
- Forum: General Forum
- Topic: Suggestion: Nuclear-Pumped Laser Warheads
- Replies: 6
- Views: 10927
Re: Suggestion: Nuclear-Pumped Laser Warheads
it is this tech, obtainable from harpies or herald ... easy to mod to fit your needs
this tech unlocks the weapon I quoted in previous post
tech 'Plasma Torpedoes' {
cost = mid(.4),
locked=true,
herald_codex=true,
prereq = all_of( 'Fusion', 'Heavy Missiles'),
unlocks_parts = 'Plasma Torpedo ...
this tech unlocks the weapon I quoted in previous post
tech 'Plasma Torpedoes' {
cost = mid(.4),
locked=true,
herald_codex=true,
prereq = all_of( 'Fusion', 'Heavy Missiles'),
unlocks_parts = 'Plasma Torpedo ...